the Fifth Age of Ert

The Party fought their way deep into the Goblin King’s Lair, defeating more of his champions. Then they were contacted by a Warlock telling the party to leave. The Party made some demands and the Warlock told them to return to the Lake and awake the King’s answers. So that is what the party did.

But they grew impatient waiting for the King’s reply (1 day) so they turned back. They discovered an ambush being created by Warlock using giant spiders. And while they were surprised, the ambush failed. The Warlock fled into the darkness.

After more exploring, they came upon the Goblin Royal Guards. They engaged them but in a single round, they badly wounded half of them. The Royal Guards fled.

The Party pressed forward until they reached the throne room of the Goblin King. By this point the goblins were demoralized. The thousand Ice Goblins parted before the Party as they made their way to the King.

Using the Warlock as an inept interpreter, they tried to make their demands to the King. Frustrated the King brought forth his collection of Magical Weapons, five enchanted items. He hoped the Party would point to the weapon they wanted. They Party accepted them as tribute and agreed to leave taking all the weapons.

Outside, the made their way to the Temple of the Sun. They were quickly caught by the pair of Giants that brought them to the Dungeon. They demanded the Spear of Ullag. The Party gave it to them. The Giant then claim the Spear for himself and tried to kill the Party. It was a tough fight, but the Party killed the two Giants and their Wargs.

They then made their way into the deep arctic that was the final stretch of their journey. The winds made the temperature in the deep negatives and they wondered if they could make it up the mountain. Once they reached the Temple of the Sun, it was warmer.

They made their way inside. They were greeted by the ancient Orc Blue Song… and that is where we left it for the night.

The Party made their way up to Tower into a house on ground level. After getting pass the the centipedes, they found a second level bedroom. This room was uninfected with bugs and they camped here to heal. The found the bed to be magical in nature and healing went a little faster.

They also found more jugs of potions outside. This house/tower was on the mountain next to where they were going. They could see the Stairs of the Moon in the distance. But had no way of getting there. Plus they saw a giant, monstrous Centipede on the outside.

After exploring and looting, they went back into the Goblin Tunnels. There they had another massive battle with goblins. The Artificer was almost captured. The Magician was knocked unconscious. They also had to fight some Snow Lions.

After that fight, they found the goblins had retreated again. They explored the abandoned tunnels finding different caves where the goblins live. They also found a little of young snow lions they goblin domesticate. The Squire took one to raise for himself.

We ended the night with the party going deeper into the Ice Goblin’s King domain.

The Artificer and Squired leveled to fourth. The Magician leveled to second.

The party (Arms Master, Squire, Artificer and Magician) all rested on the far side of the room away from the animated Armored Skeletons. It was two days of paranoid, boring resting until the Squire was conscious again.

They explored the room finding a way into an ancient dungeon. Prisoners were held and torched here long ago. Many of them died in their cells leaving behind skeletons. The room was haunted by a magical fear and the party quickly moved on.

They wanted to explore past the Armored Skeletons, but were afraid of activating them again while they were so badly wounded. But they decided to do so again. The activated the Skeletons. The Arms Master distracted them, while the others explored. They found many rooms and chambers but it was a dead-end. Except for a locked door.

They ended up needing to fight the Skeletons but they choose a tactical spot where they could bottleneck the encounter. They destroyed them rather quickly.

Then they went to work on the stone around the locked door. It seemed to be an addition and wasn’t titan made. Using the Artificer’s Soften Stone Ritual and the Squire’s Crowbar, they were able to detach the door.

It lead to the basement of a Wizard’s Tower. Inside the basement was a collection of worthless things. They made it though the trap door into a storage room also of worthless things. The next door was closed and it lead to a room full of giant Centipedes.

The party fought them and didn’t do so well against the venomous bugs. They manage to kill them but both the Squire and Arm’s Master were infected by the poison. The Squire fell unconscious (again!) and the Arm’s Master felt he didn’t have a lot of time. Hours maybe days.

In the next room it was filled with hundreds of baby Centipedes. Not a direct threat to the party but still venomous.

It was an Alchemist Workshop. In it they found several jugs of finished potions: Healing, Strength, Balance, Health and Poison. The Healing helped the Poisoned Heroes slightly but didn’t cure their infection. And the Magician, sampling all the potions was affected by the deadly poison.

He manage to stop the internal bleeding but he is suffering too from the poison he drank. He also found several Magician items including a Wizard’s Magical Suit.

We rapped the night with both the Arm’s Master and Squire unsure of their fate.

In Montreal they picked up the Magician. He is a divine Sorcerer hunter from France who had a vision of the coming of Grom. He is convinced that he is to be apart of Grom’s demise and sailed half way around the world to join the fight.

The Party traveled south to a small unnamed trading outpost at the edge of Canada. There they learned that they had to pass though the lands controlled by the deformed Giant, Ullag. They decided to buy some snow dogs and made their way to their goal.

Just to point out a few things on how they prepared. First they didn’t gather much information at the trading post about Ullag. They knew Ullag guarded his lands like a Warlord. But they didn’t ask if Ullag can be traded with. They didn’t try to hire local scouts to take them though his lands. They didn’t try to figure out how the Orcs passed though his lands. Nope. They just venture forward.

So they get to Ullag’s lands and quickly get found by two giants. The giants took the party prisoner without a fight and lead them into the heart of Ullag’s frosty realm.

Ullag is a large deformed giant with over a dozen of his kin and large wolves. Ullag was angry that the party did not come with Tribute to pay to the Terrible Warlord of the South. He showed the party his killing field, where he dumps the bodies of his enemies. He then showed the Party the tribute paid by the Orcs several years back: a dozen fine Orc dogs. He then returned the party to their prison (an open empty field) while he decided how to kill them.

Then Ullag had an idea. The mountains to the west there is an ancient mines of the Mayan Earth god Ah Uuc Ticab. Four hundred years ago, Ice Goblins squatted these massive tunnels. The Goblins have been so successful there, they have spilled out of the mines and now invade his lands.

Ullag found and killed hundreds of Goblins. The Goblin King in return has stolen his prize spear. Ullag has decided the send the party on a suicide mission to find his spear. With no promise of being spared upon success. He told them he would just “think about not killing them if they succeed”.

Having no choice in the matter, they were taken to a “backdoor” into the Goblin Kingdom. Upon arrival, hundreds of Goblins arrived to fight the party. Our four Heroes with no escape path, fought the Goblins. They killed over forty of the small devilish beast until they fled.

The Party was covered with the blood of the Ice Goblins, that sapped way their strength with a chill. Needing to escape the area, they venture deeper into the dungeon. After exploring a few rooms that the Goblins have retreated from they found a door that seem untouched by the Goblins. They entered.

It was a massive shrine deicated to an unknown Mayan woman. Exploring the shrine awoke ancient Animated Guards that attacked the Party. Armored Skeletons armed with Magical Weapons attacked. First they dropped the Squire and then the Artificer. Meanwhile, the cries of the dead drove the Arms Master into a temporary berserker madness.

Only the Magician stood between the fallen being sacrificed to an Iron Maiden. He managed to save the Squire and by then the Arms Master returned from his madness. They defeated the Skeleton Knights.

We ended the night the party retreating to one side of the room as the remaining Skeletons retreated to their side of the room…

The Longbowman was held by the Orc Warlock WarPig. WarPig told the Longbowman that if they were to deliver the Daughters of Red Cloud to him that he would reward them with gold. He then released the Ranger to deliver his message to the Arms Master.

From there the party made their way into the Lair of Magnamar. They made their way to the Tomb of the Wraith and found several magical items they had forgotten to take the time before.

Then the Squire and Longbowman dashed pass the Earth Elemental into a part of the dungeon avoid before. The Longbowman was knocked unconscious but survived the Elemental. The Squire found himself in a large temple room with nothing of value expect for a tiny amount of Magical Glowing Water.

He sipped some of the water and after a painful few minutes when all the toxins in his body came out of him, he felt wonderful. Amazing really, healthier even a little younger. He gave the water to the Longbowman who had the same experience but was also healed of most of the damage he had taken.

Then the Arms Master decided to join them but when he tried to pass the Earth Elemental he was crushed. A private and the Medic rushed to save him. They did but the Medic was crushed in the process.

The Longbowman and Squire returned (the Elemental now ignored them). They gave the Arms Master some of the water and he too was revived. They then talked the Artificer into drinking the water. They also gave some to the Duelist.

From there they crossed the bridge that exposed them to Magnamar. Most of the party crossed but one of the Privates fell. While trying to recuse them, Magnamar splashed lava at them. The Party avoided it but the Private died.

The Squire felt that Magnamar personally noticed him. He wasn’t sure why or what this meant. More of the Soldiers cross with another dying as Magnamar killed him like a person annoyed by flies buzzing around him.

There were more dangers in the dungeon but the party avoided them all. They then came upon a Balcony they missed the time before. From this vantage point, they had a clear view of Magnamar and the area.

The Longbowman decided to shoot an arrow at Magnamar in hopes he would think the Orcs were disturbing him. He did a brilliant shot wounding the ancient destroyer. A beast so great and powerful that even the Titan feared it. A power from a different age that survived the Angels trying to kill it.

He then ducked down out of sight on the balcony much like a school boy playing a prank. Then a wave of lava overcame the Balcony. He was instantly near death. The Squire risked his life to save him. And he did so. But the surviving Longbowman was crippled, dying. An open wound unable to get the medical attention. His situation seem hopeless. With his last breath he asked the Party for a quick death. The Arms Master shot him.

The Party then left behind their few surviving Privates. They left the Dungeon only to find the once empty courtyard now full of Orcs. They waited a couple of days, then passed though the Orc camp at night.

They found the Map Room guarded by some Scorpion-Men (more like Silverfish-Men). Unable to find an easy path round them, they attack and quickly killed them. They then found the location on the map of where the Shrine of the Daughter of the Sun.

They then left. They got by the Orcs and most of the dangers, except Magnamar killed one more soldier as he tried to pass over the bridge. Because he is kind of a dick that way.

We ended the night when the Party returned to Montreal. While they still had plenty of supplies, several of them needed serious repairs because of Lava damage.

The Party spent more time trying to figure out how to find Black Kettle though Angry Cricket. It was another two months of wandering around her area until they found her.

Black Kettle was nearby and only had one small clue for them. That he believed they were with the “Mayan daughter of the Sun”. But that didn’t mean anything to anyone.

They reported back to the Arms Master with their clue in Kansas City. Research was made and they leaned of an Arctic Temple to a Mayan Titan that could be the place. It was far to the south on the highest peak of the continent.

They made preparations to travel there. But first they wanted to return to the Temple of Itzumna where there is said to be a Mayan Map Room. There they hope to get details on how to find it (right now they have a general idea of where it is located).

On the way to the temple, in the Mohawk territory, they were ambushed by War Pig. The Party defeated the Orcs, but the Longbowman was captured when he scouted immediately after the fight.

We ended with the Longbowman putting down his arms unknown of what is fate will be.

The Party arrived in Knoxville then railed to Louisville. After debriefing the Army Command, the Arms Master was promoted to Major. He was given the mission to support the efforts in Nevada against the Orcs. He was to form a company and make way to Fort Reno.

The rest of the party was given two weeks leave. The Artificer requested extra time so she could go to New York to sell her Angelic Sword. She got a lot of gold for the item while selling it to a museum for it’s historical value. She then made way back to Tenseness with plans of joining the Arms Master new Company in Fort Reno. She was given the Rank of Sergent.

The Longbowman didn’t have many plans. He sold and bought some items. He then made his way to Fort Reno to join the Arm’s Master. He was commissioned and given the Rank of Lieutenant.

The Squire was also offered a place in the new Company but he decided to follow his families tradition and joined a new Calvary unit forming in Fort Albuquerque. He was commissioned and given the Rank of Lieutenant in the Kentucky Calvary.

Meanwhile, shortly after arriving the Duelist was arrested for the Murder of Jay Wilcox in Canada. This was trumped up charges by Doctor Bodo (the Bounty Hunter). Nothing more than a legal ruse to get the Duelist into Canada. Either for extradition or murder. He was held in a Military Jail waiting extradition to Canada. He was assigned a Military Lawyer, Warren Officer Winston Beauregard.

Winston spend no time at all in finding out how much money his new Client had and proceeded to delay the extradition order. He contacted the Duelist’s family for funds and was quickly meet (before the letter could even arrive in the Confederacy) by the Lawyer Lue.

Lue is a Lawyers of the politically powerful James Marshal of the Confederacy. Unable to directly practice law in the States, he advised the young Lawyer Winston that there were powerful Political forces working behind the scene against the Duelist. They were running out of legal delays and needed to find a way to save the Duelist.

Officer Winston made the trip out to Fort Reno to speak to the Arms Master for any compelling reason that could save his friend from extradition (and to expected death). The Arms Master talked to his new commander, General Ways and found a way out.

The Duelist was promoted to the rank of Captain. He was then given a vital mission. He was to travel to the Shaw-nee territory and look for Angry Cricket, Black Kettle or any other Orc that can give him information about the Daughters of Red Cloud.

The Arms Master had been lobbying the General for this mission. He believes securing the Daughters is important for the War Effort. That the Daughters of Red Cloud are the only Orc maidens capable of providing heirs to the new Orc Giant, Grom. One Orc Giant has united the Orcs and is causing all of this trouble, imagine generation of Orc Giants.

The Arms Master decided that only the Duelist’s with his personal experience in the field was the only officer who could lead this mission. National security trumps politics for High Command.

The Duelist was released from jail and given his order. He immediately had the Lawyer draft papers to have all the Party members placed under his command. He also got six Tennessee Riflemen under his command. And they headed out to the Kansas Territory.

They decided to seek out Screaming Horse, current leader of the Shaw-nee to help them find the Orc’s they seek. They had forgotten that the Artificer had dishonored him in the past by taking his Axe or they hoped the Orc had forgotten it by now.

They came upon an Orc Hunting Party lead by Running Rabbit who agreed to take them to Screaming Horse’s camp. At the first stop, the Artificer ran into one of the six Orcs that was with Screaming Horse at the Sacred Grounds. The Artificer is known as Bob the Liar and Thief, by the Orcs that were with Screaming Horse when she stole the Axe.

The Orc attacked the her over the dishonored Axe. She won the duel, but it was a sign of what to come.

Running Rabbit brought them to the Summer Camps of the Shaw-nee. Screaming Horse wasn’t there, but another Orc recognized Bob the Liar and Thief. This time brought a mob of ten Orcs to confronted the Party.

The Duelist tried to reason with the Orcs, but when it comes to Honor Orcs are not reasonable. It started out as a Skirmish with a few Orcs trying to kill the Artificer and Duelist but then it turned into a major battle.

The Duelist was knock unconscious and dying while the party fought the Orcs. He was saved, but he was minutes away from death. Five of the Soldiers died with most of the Orcs. The Party barely won.

We ended the evening with other Shaw-nee Orcs in the camp taking away the dead. They are in the middle of Shaw-nee territory and now realize that Screaming Horse is returning. And when it comes to Orcs, there is no reasoning your way out of Honor. Bob the Liar and Thief must die for them to continue…

The Party was considering the offer of the Warlocks of gold to leave them alone. Meanwhile the Longbowman was scouting out the area. He saw that the Warlocks were readying an ambush on the Party. Unable to reach the party in time, he planned his own ambush.

Fortunately for the party, the Warlocks failed to surprise them. They faced a massive monster, modified by the Warlock Magic. They quickly killed the beast and turn the fight against the Warlocks. Both the Padre and Squire suffered massive wounds. The Padre nearly died.

The Squire looked after the Padre, as the Party pushed their advantage against the Warlocks. There was another batter. There was a couple of close calls, but in the end the Party defeated the Warlocks. Only one of them escaped.

They looted the Plantation finding several nice items. From there they returned to the Monsters they made the deal with. They were provided with canoes and have a clear path to Kansas City.

This night had the biggest spread so far with both the Padre and Squire sitting out of the last night. Also the Padre was still unconscious when the decision to burn the Warlock items were made, excluding him from a nice bonus. Because of that both of them did not level this week but are in good shape to level next time.

Only the Artificer leveled this week. And she had to borrow to do so.

Lastly, the Arms Master is an experience machine. He has gotten the most experience each week but one. And with his Captain bonus (about +15 each week) and his Dominance of most fights, he is on the fast track to level 4. He also has Studious that give free experience for buying skills, so that isn’t even slowing him down.

At his current pace he will be level 4 in three session while the Duelist who is next behind him might take 5-7 nights!

The night started with an attack by the Spanish Army. In the chaos, the Party did not know if they were the target, the Orcs or the Padre. Regardless, the musket fire caused lots of damage and the party was forced to retreat with the Orcs.

The party engaged a flank of Spanish Soldiers seeking to prevent escape. They made quick work of them, and then retreated to the Orc camp.

Yellow Feather gave the Party a map of the Rockies Mountains and how to get home. He also gave them a little used trail to San Diego. He then was to lead his people to their southern camps. They Party had no interest in following him so they said their goodbyes.

Hoping the Keyhole, their ride, was still in San Diego, they made their way to the town. But when they got near there, they could not see their ship in the harbor. They made their way to a small village to make plans.

Not wanting to face the Spanish again, they decided to venture though the Mountains. They bought supplies and traveled west.

The first two weeks of following the Orc Map though the Rockies were uneventful.

They then were ambushed by a hoard of Orc-men. Small, lighter Orc-like creatures. Outnumbered, they were taken to their lakeside village. There they talked to the creature and learned that they had no “inside” voice. So asking them questions and listening to their thoughts, the Party learned a lot.

They were the Ikarda tribe, once rulers of these lands now just a single village survives. They pay tribute to local Warlocks but now the Orcs are demanding tribute as well. The Ikarda want to murder the party and pay their weapons as tribute to the Warlocks.

Wanting canoes from the Ikarda, the Party offer to kill the Warlocks for them. The Ikarda agree and tell them where they can find the Warlocks.

The road to the Warlocks was guarded by some Yeti monsters. And while they hurt the Party in their opening attack, the Party killed them quickly.

They then reached the Plantation of the Warlocks. They made plans to attack, but then thought better to scout some more. Unfortunately, the Longbowman was spotted and the party was forced to attack.

They made quick work of the guards. But the Warlocks cast spells from the balcony protected from range attacks. They then though of attacking the house, but then the Duelist wanted to talk to the Warlocks.

Trusting their honor, he entered the house finding five Warlocks waiting inside. They also had several Hellhounds ready to attack. The Warlocks complemented them on their attack, but told them it was pointless to press forward. If they would leave the area, never to return they would pay the Party a small chest of Gold and Silver.

The Party arrived in the small port town of San Diego, California. There they quickly met the Padre who was eager to help. They were here to find corroborating evidence to the story that Black Kettle told them. They quickly realized that the Orc they wanted to talk to was Yellow Feather.

After buying a two donkeys, they headed West to Yellow Feathers camp two days away. The Orc White Foot had left two days before with orders to kill Yellow Feather. So they didn’t want to waste time.

On the road, they were ambushed by Father Hugo. The Padre feared this priest and thought he was on the wrong side of things. Hugo demanded their surrender with his 35 spear and musket men.

It looked bad for the party. They ran for some cover and the Squire got shot with a big blow. The Longbowman did some damage with his bow. Then a volley of lead would have killed him, but the Padre warned the Hero last second. As the Padre sometimes has visions of things to happen. His warning saved the Longbowman from a serious wound.

The Party was trapped. The Duelist ready a bomb of dynamite against one of the flanks. Meanwhile, the Arms Master and Padre fought a rush of men on another. The Squire risked harm to help his friends. The three of them quickly routed the twelve poorly armed thugs.

Surviving another volley of fire, the Party rushed the Musket men. In short order, they routed the enemy. Having several bad wounds, they allowed the enemy to flee. They had five prisoners and questioned them. But as expected they were just Thugs that Hugo had used for the Ambush. The party mercifully allowed them to leave.

The next day they found Yellow Feather. He had White Foot and his allies trapped. But he didn’t want to press the matter because of Iron Tooth, a brave and powerful Orc Warrior.

Now armed with information learned from Alex Himmers personal journals on how to deal with Orcs, they were able to talk to Yellow Feather and Iron Tooth more effectively. They tried insulting White Foot in a way that he had to respond, but that failed. This confused the other Orcs and they began to suspect White Foot.

After much deliberation, they manage to get pass Iron Tooth’s guard. The Padre was able to get to White Foot. He lied to White Foot trying to get information until he was caught in one too many lies.

White Foot attack the Padre. At first the Padre was doing great, but the stronger Orc beat him into unconsciousness. Iron Tooth moved forward and no one knew if he was going to kill the Padre or help him. The Party was ready to attack but were out numbered with Orcs all around them.

Iron Tooth tried to stop White Foot. When White Foot attacked Iron Tooth, the Orc Warrior quickly killed him. This exposed the “Stick-Man” that was inside White Foot. He was under control of the Stick-Man.

At the start of their adventure they found a Stick-Man in Alex Himmer’s Study. This strange beast attacked the party with great strength. The mystery of the Stick-Man was finally answered.

This put together the story for the Party. They believe that outside forces, they suspect an American Politician and Arms Dealers, have been “Body Snatching” Orc leaders to influence the new Orc God into War. Perhaps all of this has been done for increasing the Arms Dealer’s profits. But could it be for other ends?

Regardless, the Party now has all the information they needed to complete their mission. They know Grom, the Orc leader, united the Orcs. They know his origins and why the Orc Tribes are united under his banner. They know his trusted council has been invaded by these Stick-Men who are pushing for War. They know the Great Orcs like Yellow Feather and Black Kettle have been pushed out of the council because they want peace.

With a feeling of success, they now only have to catch their boat back home and report their finding to the Free-States Army High Command.

We added a new player Ryan to the game playing the Padre. He is an Italian Cleric they meet in San Diego. He had seen things in his post that made him fear for his life. He agreed to help the party find the Orc Noble Yellow Feather in hopes that he could get out of town for a few days. Welcome to the game.

The Arms Master has now made it to third level. Not only will he get the normal small bonus, but he now can buy a new combat talent. This is optional but worth it.

Both the Duelist and Longbowman are in position to level at the end of the next evening. Everyone else is still 2+ nights away.

Last night was a good night for experience with a bonus for solving your mission. The Duelist got a few more points because of some status bumps too. As always the Arms Master got a few extra points (+15) again for being the Captain. This small 5% bonus the last four nights has been adding up.

This was a full party that including the Arms Master, Duelist, Longbowman, Artificer and Squire.

The Party did some shopping in Montreal and talked to a lawyer for their upcoming court appearance. Things went well in court and they were given visas for a small fine. They then went and interrogated the Orc Black Kettle.

They learn that the Living Arm of the Orc Titan was discovered by the Orcs. This was cut off from the Titan 2,000 years ago and lost in the Grand Canyon. Warlocks Masters were summoned from the Greek Islands. These Masters used the Blood of the Living Arm to created a “New” Orc “God”.

This Living Orc god is untied the Orcs under the banner of the Living Hand. All Orcs who hear of him are flocking to him. And he is being council by the Orc Chieftains and Warlocks. Black Kettle was on this Council, until he left it because of their desire for war.

He says it was as if a “Dark Magic” came over the Orc Council.

Black Kettle has no evidence of all of this, only his word. He told them they could find evidence in San Juan, California (Spanish Territory) if they wanted to do so.

After this the Party released Black Kettle and made plans to return to Kansas City.

Being winter, they planned the longer but more comfortable rout home. They plan to travel across Canada by train and ferry to Quebec. From there sail south to Kentucky. All said and done a 2 1/2 month trip.

On the train, the Duelist suspected that people were after him and warned the party. Just before arriving at the city of Providence, a German Bounty Hunter Bodo and his squad attacked.

At first things went poorly for the Party. But then a big critical hit from the Arms Master on Bodo turned the tables. Soon the Bounty Hunter’s henchmen were retreating. And the Duelist got Bodo to surrender.

It was now that the Party learned that the Duelist was wanted for the murder of Andrew Carnegie son. This is one of the riches and most powerful men in the New World. And he has placed a 500 gold bounty on the Duelist head. They now know there will be more bounty hunters to come.

Once the dust settled, they turned Bodo over to the Mounties. They made their way to the US Embassy in Quebec. They got passage on the US Sloop, Keyhole on its way to Memphis. They also got the US Army Colonel in Quebec Embassy to give them a ten day stop in San Juan so they could find evidence supporting Black Kettle’s claims of a Living God.

So we ended the night with the Party sailing to San Juan Capistrano in Northern California looking for evidence to support Black Kettle’s claims of a new Orc “God”.

Because of the Military Organization the Arms Master +20 and Longbowman +10 get a small bump by stealing others experience do to extra leisure time for themselves. In the last session this cost each person 10 experience they gave (mostly to the Arms Master).

With that in mind there is a full break down of the experience here at the wiki link Kansas City: Party Experience

But the quick of it is…

The Squire is now second level.
The Friar is now second level.

The Arms Master will most likely be 3rd in one session.
The Duelist and Longbowman in 2 sessions.
The Artificer is moving a lot slower because she has been learning spells. It is always difficult for spell casters as new spells make them better, but slows development.

Here are some other fun bits of information.

The Arms Master has finally passed the Cowboy at the character with the most experience. The Cowboy started with +300 experience so that is a accomplishment.

Tonight was a small party with the Duelist, Artificer and Squire only attending. They were still trapped in the Dungeon with all exits blocked by Orcs. As we left off last week, they were standing before the Temple of the Earth deep inside the dungeon.

They went into the Circle Room and found an active circle. They deactivated the circle. Meanwhile, the Artificer found two Earth spells written in the walls. These spells were easy for her to learn.

The first was an Harden Stone and the other was a Soften Stone spell. Normally it takes days to learn a spell and days more to master them. But for some reason it only took her an hour to learn them.

Meanwhile, the Squire found a little statue of a cartoony Monkey-Man holding two spears. He kept it but unfortunately he cut himself on it when handling it. The Artificer also cut herself on it. Later someone else decided to handle it and was cut. They decided it was cursed but he kept it anyhow.

They then entered the Tombs. The Duelist was not affected by the Magical Fear protecting the Tombs. So he lead the party inside. After passing rows of the dead, they found a sarcophagus. Using the crowbar the Squire found earlier, they opened it. When they did, the lid exploded damaging them.

A Wraith came out and attacking the Heroes. They were fighting back, but didn’t even know if they were hurting it. They reached the point of retreating for fear of death, when the Duelist killed the Wraith with a retreating blow. The Wraith exploded and the party barely survived it.

The Artificer was at 1 hp, while the other two were unconscious. They spent the night in the tomb healing but the Squire was still too wounded. They dragged him out and spent the day nursing him to consciousness.

They went down the main hallway into the Temple but found it guarded by a Large Earth Elemental. The Artificer nearly died trying to approach it. The Party decided it was too powerful to fight and left. They decided to focus on finding a way out.

They followed the aqueduct for a while unit it went into the stone. They continued along that tunnel and found the main exit next to Magnamar and the Orcs. At this point they felt they had explored most of the dungeon.

They spent some time on the question of finding a way out. The Duelist being an Engineer thought there must be more to the aqueduct. That the Mayans could just “Magical” create it but must have built it. And this meant an access tunnels. And when they returned to the Mayan Face, and he could see the access tunnel for the lava it was confirmed.

Using the Soften Earth spells, plus some picks made by the Squire using Orc spears and ancient mining tools of the Mayan’s, they broke though the Mayan Face wall to the access tunnel. This led up to the Lava, where the Artificer found a Geo worth some money but no way out.

They then returned to the aqueduct and broke though the wall. It was hard labor using both the tools and spells, but they did it. There was a tunnel created by the Mayan’s long ago to make the aqueduct. It led up into the darkness.

It was a serious climb. They had to make several attempts to climb up the tunnel with all their gear. But they got out of the dungeon and onto the top of the mountain.

Using the map provided by the Mounties, they went into the wilderness to make their way to Montreal. It took much longer without the help of the trackers and scouts. At one point the Artificer led them the wrong way for two days, but after a couple of weeks they found the city. Before that, they did run into some Orc Dogs but the Heroes savaged them quickly.

Once they arrived in Montreal, the party temporarily turned over Black Kettle to the Mountie. They were given four days to prepare for there Visa court appearance and straighten out their rights to be in Canada. Once that is settled, they plan to report to the Mounties and get back custody of Black Kettle and interrogate him. And go from there.

Meanwhile, next week the party is in the city of Montreal for a few days where they can shop, cleanup and get on their “civilized” after half a year of camping in the wilds.

The Party was in the Temple of Itzamna looting the massive Trophy room, when three Scorpion-men and an Orc entered. An alarm was sounded and a fight started. The Party managed to defeat the Scorpion-men and discovered the Orc was Black Kettle.

With an army of Orcs after the party, they went out the back of the Temple into the Courtyard. Black Kettle suggested they make way to the Temple of the Earth, also known as the Lair of Magnamar.

The Orcs pursued them into an underground theater damaged by a long ago earthquake, A deep chasm crossed the floor. The party moved heavy stone to create a bridge across then toss the stone in the chasm. There they made a stand against the Orcs.

Three Orcs leaped the chasm but were struck down as they landed. Several more Orcs tried to cross again with the cover of Spears, but they too failed. Then the Orc Fiery Hair told the party the dreadful news. That the Orcs did not need to kill the party. They were in the Lair of Magnamar and there was no escape. The Orcs withdrew to the exit and left the party to face the ancient powerful creature of the second age.

The Party rested and asked Black Kettle about Magnamar. Magnamar is one of the gargantuan creatures the Titans created but then feared. Too big and powerful, Magnamar is at least 4,000 years old and has survived battles with both Titans and Angels. Once he terrified the continent, but now he rests in his Lair.

The Party moved forward into the dark and found an underground complex. They became interested in looting. After exploring for a bit, they did find a few nicknacks. Then they discovered the complex had an aqueduct system and started to follow it.

This lead them into a new section where they discovered a giant stone mosaic of a Mayan face. Messing around with it, they found some gears that when turned made the face cry tears of lava. It also increased the lighting in the complex and seem a source of powerful magic. But without a Mage, they pressed forward.

They found an old mining area, but there was a freed Lightning Elemental roaming the area. The party avoided it.

They discovered another section with a damaged bridge. From there they could see Magnamar. I giant “Balrog” resting a in pool of lava. Beyond the pool of lava, they could see an exit to sunlight guarded by Orcs. They sneaked across the bridge without alerting Magnamar.

This brought them to the Temple of the Earth. A large complex within this dungeon. From the outside, they saw three passageways into the Temple. One lead to a magic circle, another to a long hall with pillars and lastly to a tomb. The Tomb caused an overwhelming sense of dread just looking in to it.

It was there that we ended the night with the party still trying to find a way out of Magnarmar’s Lair. Orcs guard both exits. The Party is still badly wounded getting little rest in the deep dark dungeon. And the Longbowman has developed terrible infection that is only getting worst….

The party made excellent time though the grasslands south, even though they didn’t not know where they were going. They were lost looking for Canada and the city of Montreal. They were still on the mission to find Black Kettle and question him with the hope that he could provide answers about the Orc’s aggression.

They reached a massive forest and then the Mississippi, so they knew they were on the right direction. Then they encountered a Foxwoman: a humanoid Fox. She offered to tell them the way to Montreal in exchange for an undefined favor. The Party passed on the offer and continued on their march south.

But after a few more day of travel though the wilderness and the first snows coming, they tracked back to the Foxwoman and took up her up on her offer. Her favors were simple chores of hunting, gathering and moving heavy object. After a few days of doing her deeds, she brought them to a hidden Orc cache. There they found Orcish supplies and several canoes.

With directions to the city with a name that made the Foxwoman laugh each time she said it, the party poled and paddle upstream in their canoes. They made excellent time.

As the reached the first of the great lakes, they discovered a family of Emerald Wymns. The Longbowman and Artificer both knew the value of their leather as it was often used in crafting magical armor. They convinced the party to attack, since the Longbowman is an excellent skinner. They killed the beast and made the leather they desired. But the Squire nearly died in the battle. If it wasn’t the the Faith Power of the Friar, he would surely have died.

While allowing the Squire to heal from the fight, the party is caught off guard by a Canadian Mountie patrol. Outnumbered, they were forced to yield to the Mounties becoming their “prisoners”. OK the modern concept of prisoners is too harsh of a word but in the Victorian Age of Honor, it was what they were. They were honor bound to come with the Mounties peacefully.

But after talking to the Mounties, they discovered they were on similar missions. The Mounties were trying to capture some criminal Mohawk Orcs in the same area the party was trying to free Black Kettle. The Mounties brought them to a group of Orcs they planed to Interrogate about the criminals (and Black Kettle).

While the Mounties entered the Mohawk Camp to find the Orc Prince, Big Fish, the Party was given the charge not letting any Orcs escape out the back. So they setup an ambush there and waited.

It wasn’t long for things to turn bad as the Party heard fighting in the camp. They discovered Big Fish being dragged off by an Orc Warlock they would learn was Fighting Pig. The party jumped them and killed the Orc guards. But Fighting Pig used his magic to put the hurt on the Longbowman. He was then facing too many and taking serious damage. He escape into the woods and used Magic to evade his pursuers.

The Duelist tied up Big Fish despite his protest and threats of war. The Mounties came along and interrogated Big Fish by getting him drunk. They learned the location of Black Kettle, who is being held in the Temple of Itzumna (the Mayan Sky-God). The Mayans were the dominate force on this continent during the Second Age before the Orcs were created by Grumin and killed them all.

Anyhow, the Mounties were after their Orcs so the party split from them with the promise to reuniting after the mission. Also they promised to interrogate Black Kettle with them so the two camps can share information.

Armed with a Map of the major encampments of the Orcs (there are hundreds here) the Party made their way to the Temple. The front door had 50 Orcs camping outside, but there was an obvious way around then. The Arms Master scaled a wall to a balcony and lowered a rope the the party to climb.

Inside the temple, they found themselves in a Trophy room filled with valuable weapons and armor. The Party was grabbing items (with the Artificer finding the greatest item in the place) when they heard a noise…

We ended the night there and will pick up next week…. In the Halls of an Ancient Mayan Temple that is surround by Orcs as they search to free the Prisoner Orc, Black Kettle.

Joining the party was the Squire. Trained to be the fighting second to a Knight, he is one of the largest Rogues in the party. To the untrained eye he looks like a warrior.

As the Orcs overran the defenses of Junction City, he decided not to die in this lost cause. He ran into the woods and made his escape from certain death with the “help” of the Half-Breed Orc Scout.

The Squire was drafted into the Army after losing EVERYTHING in the sacking of Kansas City. Not only did he lose his newly acquired wealth and pregnant fiance but also nearly his life.

The other Hero that joined the party was the Half-Breed. This troubled being is a child of two different world and has been rejected by both. A skilled Ranger, the first person to trust him and give him respect was Major Anderson. But he is dead now. And his last order was for the Half-Orc to help the Arms Master complete his mission.

He made his escape though the Forest and tracked the party down. He brought with him the Squire.

Lastly, we learned that the Cowboy may not be a regular due to increase school pressure from the Real World. So he will be hangout in the background for a while. If things change he will be able to return but for now, his Hero will be left behind when the party finds town.

But these two new characters join our Military Operation that includes: the Arms Master, the Friar, the Duelist, the Gunslinger, the Longbowman and the Artificer.

Not as much was done as I expected. But that is the nature of the larger group (and a lot of new players). We are now capped and I am not allowing any more to join us. So hopefully we will pick up some speed.

I updated the experience.

It sounds like we lost the Cowboy but he still has the most experience. He will still get a little each week just in case he returns. But it is not a lot of experience.

The Arms Master and Longbowman are both 2nd level. The Duelist had to “borrow” to make it to second level after buying a skill (he was short 5 experience points of 300 needed). Welcome all of you to your new place in the world.

The Friar and Artificer should level next session. The Gunslinger might depending if he has a good session. The Half-Breed and Squire are just too new to level next time.

Just a reminder and clarity in the party as it is right now. It is up to you guys to decide (or maybe just to the higher ranks) if you guys are going to be a more traditional Military unit. But in the eyes of the Missouri Civil Defense Force, this is the ranks of the Party.

Captain
Arm’s Master

Cleric-Lieutenant
People of the Angelic Faith are given a special rank. They are all to be treated as officers but they often do not have field command. So basically out of combat they are Officers but in combat situation they are just another Private (to a degree). They are in an advisory and support position.

Sergent
Needs to be appointed ASAP. This should be decided soon by the Arm’s Master. He can either promote the Cowboy or someone else.

Corporal
Cowboy (This is a rank he got coming in as the Hero of the Battle of the Docks)

Privates
Duelist, Longbowman, Artificer

Now it is really up to the party how they want to take this. They can all hold hands and be a democracy. I’m just telling you what is on paper and how the world sees you guys. After all you are all on records (including a photograph) before you set out.

All you enlistee signed up for six years (or the duration of the War) whichever comes first.
Draftee are for two years, but are often redrafted again and again.

The Heroes are still Privates in the Missouri Defense Force and have made their way to Junction City, Kansas. This small town is in ruins after a recent Orc attack.

After dealing with the Major, the party turns over the journals and show him Alex’s study. The Company proceeds to inventory the study.

The next day, the party learns of Orcs nearby at the nearby Orcish Sacred Grounds. They travel there feeling protected by the Orc’s custom of peace at these grounds. The Friar immediately points out that the Orcs themselves have violated the peace when they discover the tortured remains of Alex Himmer. This was the Mage the party came out here to interview.

They meet Angry Cricket, an Orc “princess”. They try to get information from here but she is a broke record. Only her father, Black Kettle could give them the information they want. She tells them that Black Kettle is an “Honored” guess of Red Cloud of the Mohawk Orcs in Western Canada. And that the party should bring their questions to Black Kettle.

The big problem is that he is at least 2-3 months away.

Some of the Heroes then take part of a Vision Quest and camp over night. In the morning, they are awoken by Red Horse, son of Screaming Horse the leader of the Shawee Orcs. Red Horse tells the Heroes that they are all his prisoners and that they must spend the rest of the war at Junction City or die. He then leave, but not before Red Horse noticed the Artificer had taken his Axe from the body of Mr. Himmer. A personal insult to the proud Orc leader.

They returned to the town and reported the threat. While readying for the upcoming battle, the Friar gave an passionate speech that motivated the town to attack the Orcs. The Party takes point in the attack as ordered. The 140 humans march at the 80 Orc in their encampment. They hope that this attack can break the Orcs and free the township.

But the battle was bad and bloody from the start. The Orcs hit the party fast and hard. The Heroes barely escaped with their lives, some bleeding bad. A few more moments of combat would have been annihilation. The reserves protect their retreat but it is soon realized that a direct assault was out of the question.

After several days of skirmishes, the war of attrition was taking its tole. Orcs were starting to cross the river and get into their camp. Meanwhile, the leaders of city and army were openly arguing between each other further lowering morale. Things looked hopeless.

The Major then called in the Arms Master and Friar (plus the Cowboy) and ordered them to continue the mission on their own. He told them that in his opinion the mission, their true secret mission, was more important than anything else. Perhaps the most important role in saving the whole Free American States.

He promoted the Arm’s Master to Captain (a rank he held before in the British Army) and intrusted the Friar with all his information about the enemy. Including a secret letter that explains their true mission. He was told to share this with his inner circle and the two of them (plus the Cowboy who was there as witness) were to complete their mission.

They were also warned about the Duelist, who is a Confederate American. The Major long worried he was a spy of the enemy. An extra eye should be kept on him.

These three Heroes then including the rest of the party in the escape. The Longbowman had found a possible weakness in the Orcs patrols days before. They crossed the river at the dead of night and made their way into the forest.

They were discovered by some Orc Dogs. They killed the Dogs, but a half dozen Orcs chased them for days though the Forest. When they got out of the Forest, the knew they had to fight the Orcs.

When they found some high ground, they decided to make an ambush. And while it didn’t go perfectly, they did kill all the Orcs and Dogs without too much trouble.

We then wrapped for the night, with the party lost in the wilderness trying to make their way to Montreal Canada to find, talk to and possible free the only Orc that has the answers they need, Black Kettle.

The party add an Artificer to the group. This is a Hero that trained to become a Mage but failed to reach her goals. She does know the most basic of Magic, known as Low Magic (or Common Magic). Otherwise, she has train in combat and has made her profession in the buying and selling of magic items.

She is an Amazon, a woman that has taken an oath of honor. Because of this she has gain all rights of citizenship. The Amazon was deathly ill when the attack happen and missed most of the sacking, while in the hospital. Some of her family survived, but her business was destroyed and many of her extended family died.

Then there is the likable Cowboy, a true frontiersman. He makes his living on the plains herding cattle. Trained with both sword and musket, he fights best in the open plains where he knows the territory and can use it as a weapon.

He happen to be in town and was in the mix of things. He stopped looters and then found himself in the middle of the Battle of the Docks. Although the defense fell, he was a Hero of that fight. Because of this he is already 2nd level at the start of the running.

Lastly, there is the Spanish Friar. A self taught catholic cleric. He is an old fashion Axe and Shield man who knows some of the secrets of the Angelic Order. Including the power of Healing.

He was doing business in the States from the Spanish Missions of California when the attack happened. He was drafted into the Army and now is one of the most trusted men with the fate of the Eastern States.

These new Heroes were welcomed in to the Party by the Arms Master, Duelist, Longbowman and Gunslinger.

These Journals are a total mess. In fact, it will take some rolls to make any sense of it. But since I want you guys to have this information during the week, we’ll make rolls next time. They are full of incomplete ideas, tangents, bad grammar and spelling. Plus he has terrible handwriting.

There are five books: One focus on his time with the Orcs as a child, the second and third on Magic study, the Fourth on the Treaty of Kansas and he last is new, incomplete and focuses on current events.

The last book is the first one that you are focusing on at the moment. It is frustratingly slow read. Here is what you can gather from reading it. The ideas in the book are all over the place.

The Characters….

Alex Himmer is the Magician that wrote the Journals and brokered the Treaty of Kansas.

Black Kettle is one of the True Orcs. You are not sure what this is but it seems like there is a level of respected Orc Champions above the Tribes. Black Kettle is the Orc that Alex negotiated the Treaty of Kansas with and convinces Screaming Horse to agree upon.

Screaming Horse is the Chieftain of the Shawee. He did not want peace.

Angry Cricket is the daughter of Black Kettle.

Destro is a local criminal arms dealer. He is a Human that makes his living selling contrabands to Orcs and other Monsters. Alex suspects that he gets many of his arms from Doctor Morrison.

Doctor Morrison is a respected Nashville Politician, Businessman and Mage. Alex has for a long time suspected him as being a Sorcerer and behind a lot of evil in the region. He felt that Morrison did just about everything possible to hinder the signing of the Treaty of Kansas and profits from the Wars against the Orcs.

James Livingstone is the apprentice of Alex Himmer. He is less known and lives in Brooklin.

The Treaty of Kansas opened up the Kansas Territory to the humans. One of the largest and sweeping Peace Treaties with the Orcs.

SkinWalkers are a Monster from the State of Vermont. They are large insect Monster that wear the skin of others. They were the bane of Vermont in the early days but now have been pushed back into the deeper Forest.

The Story as you can put together.

Destro sells Screaming Horse a shipment of Rifles. In the shipment was a SkinWalker of unusual size. It tried but fails to kill Screaming Horse. Angry Cricket convinces Destro to give the SkinWalker to her.

She brings it to Alex to investigate. He finds that it had several “modification” to it and therefore “smelt” of Warlock Magic (Warlocks being the Mages of Monsters). But it also had several mental controls, which is the Magic of Sorcerers. Warlocks and Sorcerers are ancient enemies.

He suspects that Doctor Morrison somehow was behind it. However, it seems that Alex think the Doctor is behind a lot of things…

Alex telegraphs James Livingstone sending him to the Vermont area to gather more information about the SkinWalkers. And look for any evidence of Sorcery or Walock Magic.

Meanwhile, for reasons not clear, Black Kettle was afraid of The Others and retreated to Canada. This section is very messy but seems to be of great concern to Alex. It has something to do with The Others.

Angry Cricket asks Alex to go to Canada and free Black Kettle. Angry Cricket tells him that if he could talk to Black Kettle all would be explained. Alex agrees to help his old friend. He asked Angry Cricket to give him a few days. She agrees to give him a week.

Alex readies to go when there is a report of a large Warparty of Orcs were moving in from the South East.

July 16th, 1867 is the last post. Alex decided to ride out to Screaming Horse to find out what is happening.

The Adventure begins days after two-thirds of the city was destroyed in the assault. A makeshift military camp was created. Men of military age and constitutions were signing up. Those not enlisting were being drafted on the spot.

Each Hero was resigned from the general army into Major Andersen division. Andersen is a career supply officer with no field experience, who has been given the important task of investigating the recent events.

Orcs are tribal. What is uniting them? Orcs value treaties. What is causing them to break them? Orcs don’t traditionally attack major fortresses. Why attack Kansas? Finding the answers to this and many other questions is their mission.

Their first assignment was to travel to the small frontier town of Junction City, Kansas. There lives a Magician who broker the deal with the Shawee Orcs that created the Kansas Territories. He is considered an expert on the Orcs and should have answers to many questions.

But for the party, who were all newly enlisted Privates, it just meant a lot of marching and following orders. So they marched. They followed orders…

After getting out of the immediate war zone, much of their travel was easy. The Company then discovered some Orc Dogs and later an encampment of Shawee Orcs. Scouting showed the encampment to be of at least fifty Orcs strong. And they were in warpaint. The threat of annihilation by the Orcs prevented the Company from continuing down the road.

This is when the Heroes learned that Major Andersen was not a decisive leader. They approached Anderson with their own plans. After rejecting a few, they decided to try to sneak pass the Orcs. If things went bad they would retreat into a nearby Forest.

With the Heroes in the Vanguard, things didn’t go quite as planned. They did manage to sneak pass the Orcs but some of their Dogs did detect them. The Heroes fought the Dogs and were victorious. But one of the Dogs escaped with an arrow in his back.

They are pursued for a bit by the Orcs. But nothing came of it.

They also came across a small camp of Nearmen Gypsies. The Gypsies wanted to trade good and services to the Company. After talking to them for a bit, the Heroes got a bad vibe from the little thieves. The Gypsies tried to surround them and pick their pockets. The Heroes got out with only a few minor items stolen.

They then reached Junction City, which had been destroyed. And the Magician was killed by the Orcs weeks ago. Searching the ruins of the Magican’s Manor, they discovered a Magical Fortified door to his study. After getting permission to use the Companies dynamite they succeeded in getting though the door.

In the underground study, they found some valuables along with the Magician’s personal journals. They hoped these tombs would give some insight into the Orcs.

Then the Longbowman found a cell with a mysterious Stickman creature. It was strong and tossed the Heroes around for a bit, even breaking the Duelist nose. The Monster tried to escape, but the combine might of the party brought it down.

This was the ending point for the night… with the party wondering if they would find any answers in the Magician’s journals.

First off we have a highly education British Arm’s Master, recently recruited from the British Army to the Eastern Americas to help with training. But when the attack happen, he was the solo survivor of a brutal massacre. He enlisted in the cause.

Another military man is the Longbowman. He was serving on the Frontier and his Company was ambushed before the Sacking of Kansas City. With most of his Company destroyed, he barely survived and was resigned into Andersen’s Company.

There is the traveling Gunfighter, who died in the attack. But when they went to bury him, they found that he was barely ticking. He had lost everything and began the running in the infirmary near death.

Then there was the noble Confederate Duelist. His rich and powerful family urged him to flee justice when he killed another man in a duel. Escaping to the frontier only to arrive on the day of the War. He too enlisted.

This is the party…. There are also a Bandit and a Mystic reserved by players we hope will make it next week.

2014 Campaign in the New World

It begins immediately after the sacking of Kansas City. An important frontier town in the Wild East. For the last two hundred years, thanks to divide and conquer tactics, plus the Musket; the New World is being taken from the Orcs.

Orcs are powerful fighters, hunters and warriors… but they are tribal. They war against each other. And Man has been using this against them.

But now there is an Orcish Hero uniting the clans. And the Party is a misfit irregular unit drafted into the Missouri Civil Defense Force given the task of investigating this Hero. Who is he? Where did he come from? Can he be defeated? What is his plans? What dark powers are behind him?

The Party must adventure deep behind enemy lines to unravel this mystery…